Wizard
Base Class: Wizard

A human launches a bolt of deadly energy at a charging orc, disintegrating it into a pile of ash.  An elf throws a handful of silver coins into the air before shotgunning them into the nearby werewolf.  A gnome stares down a mighty dragon and turns it into a kitten as it gets close.  A tiefling stands before the fortress of her enemy, manipulating the ground below it to cause the walls to crumble to dust.  A dwarf dodges the massive attack of the bandit captain before turning his sword into a coil of rope.

Transmuters are arcane spellcasters that focus their magical studies on the School of Transmutation.  They learn to modify energy and matter to alter both physical forms and mental qualities.  Some Transmuters are tinkerers, trying to modify the properties of materials or find the secrets to immortality.  Others are pranksters, changing wood blocks into gold ingots to rip off merchants or turning those that annoy them into chickens.  And then there are those that pursue the true power of Transmutation magic, and these particular spellcasters can learn to manipulate reality itself.

Transmuters can manipulate the elements, controlling fire, air, earth, and water in interesting and unique ways.  As they grow in power, they can learn to create a Transmuter's Stone, which can enhance their abilities to supernatural levels, giving them superhuman senses, speed, or resilience.  They can learn to alter the chemical composition of various materials.  And, at the height of their power, they can use their Transmuter's Stones to the fuel their transmutation magic, reverse the effects of aging, cure wounds and diseases, or even bring people back from the dead. 

Transmuters can be both good and evil as well as lawful and chaotic.  Some use their powers for good, preventing floods and bad weather from destroying cities.  Others use their abilities for selfish purposes, turning worthless materials into valuable metals like silver or gold to cheat merchants and run scams.  And then there are those who can become terrible foes, using their abilities to destroy coastlines and hold cities hostage.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Elementalist

Starting at 2nd level when you select this school, you learn two cantrips from the following list: Control Flames, Gust, Mold Earth, or Shape Water. These spells count as Wizard cantrips for you, and they do not count against the total number of cantrips you know. Additionally, you gain additional capabilities with each cantrip as described below.

Control Flames

You learn the Control Flames cantrip. It doesn’t count against the total number of Wizard cantrips you know. Additionally, you can have a total of four non-instantaneous effects active at once instead of three.

Gust

You learn the Gust cantrip. It doesn’t count against the total number of Wizard cantrips you know. Additionally, you can target two creatures within range with the spell’s push effect with a single casting of the spell.

Mold Earth

You learn the Mold Earth cantrip. It doesn’t count against the total number of Wizard cantrips you know. Additionally, you can have three non-instantaneous effects active at once instead of two.

Shape Water

You learn the Shape Water cantrip. It doesn’t count against the total number of Wizard cantrips you know. Additionally, you can have three non-instantaneous effects active at once instead of two when using the spell.

Transmuter’s Stone

Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

Major Transformation

Beginning at 10th level, you learn to magically alter the composition of certain objects.  You can change a copper coin into a gold coin to bribe your way past an unscrupulous guard.  You can change a shortsword from steel to adamantine to fight a Helmed Horror.  You can change a rope from hemp to stone to make it more stable and easier to climb.  You can carve a block of wood into the shape of an ingot and then change it to silver to trick a merchant.

As an action, you can touch a nonmagical object that is made of wood, cloth, stone, iron, copper, silver, gold, or adamantine, that weighs ten pounds or less, and that has a volume of one cubic foot or less and change it into a different substance.  After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.  If you try to alter an object held by a hostile creature, you must make a Sleight of Hand check contested by their Athletics, Acrobatics, or Sleight of Hand check.

You can alter substances this way a number of times equal to your intelligence modifier and regain all uses upon completing a long rest.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

Magical Catalyst. You can cast any transmutation spell on the Wizard spell list of 5th level or lower with a casting time of one action without expending a spell slot or needing verbal or material components.  You do not need to have the spell prepared or even have it in your spellbook.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. A creature can benefit from this effect only once.

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